Carrie Heeter's Projects

EAGER: Motivation and Serious Gaming

October 1st, 2011

Carrie Heeter from the MediaInfo department was awarded a $287,000 two year NSF grant to study motivation and serious gaming. The project is a collaborative effort between MSU and Georgia Tech University with Michigan State as the lead institution. Serious games have a number of obstacles to overcome that a typical game for entertainment does […]

Deliberative Games

October 2nd, 2010

Deliberative games can become a new genre of serious games (games with a purpose beyond entertainment) that provides an urgently needed, non-partisan, trustworthy medium which supports personal and public deliberation about difficult yet crucial socio-scientific issues. Decision-making in the domain of climate change is complex in part because partisan organizations in favor of and opposed […]


July 2nd, 2009

An on-line portal on gender and gaming for academic and industry professionals Although video games are fairly commonplace to the current generation of students, the reality is that the video game industry is still in its infancy. While gaming has historically been a male dominated pass-time, game designers are beginning to put a great deal […]

Brain Powered Games

July 1st, 2008

From attention and memory to logic and language skills, our games empower each player to play at their ideal level of challenge – just hard enough to grow, but easy enough to be fun. These “good for you” games can be played in as little as 10 minutes. Developed by the Michigan State University Games […]

Life Preservers

August 18th, 2006

Life Preservers is a video game that teaches National Science standards on evolution, adaptation, and the history of life on earth. It is an engaging, fun, pedagogically rich learning experience that can fit within a single class period. Life Preservers was funded by the National Science Foundation. It was created by the Games for Entertainment […]

Girls As Game Designers

March 2nd, 2005

Virtual environments are increasingly being called upon to advance science learning. With possibilities for interactive multimedia displays and learner customization, these environments hold great promise. But are these environments friendly to girls? Computer games, designed by young men for boys and young men, epitomize technology’s exclusion of girls, their interests, and values. Less obvious but […]